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Saturday, April 6, 2013
From touch displays to the Surface: A brief history of touchscreen technology
The beginnings of capacitive, resisitive, and multitouch screens.
It's hard to believe that just a few decades ago, touchscreen
technology could only be found in science fiction books and film. These
days, it's almost unfathomable how we once got through our daily tasks
without a trusty tablet or smartphone nearby, but it doesn't stop there.
Touchscreens really are everywhere. Homes, cars, restaurants, stores, planes, wherever—they fill our lives in spaces public and private.
It took generations and several major technological advancements for
touchscreens to achieve this kind of presence. Although the underlying
technology behind touchscreens can be traced back to the 1940s, there's
plenty of evidence that suggests touchscreens weren't feasible until at
least 1965. Popular science fiction television shows like Star Trek didn't even refer to the technology until Star Trek: The Next Generation debuted in 1987, almost two decades after touchscreen technology was even deemed possible. But their inclusion in
the series paralleled the advancements in the technology world, and by
the late 1980s, touchscreens finally appeared to be realistic enough
that consumers could actually employ the technology into their own
homes.
This article is the first of a three-part series on touchscreen
technology's journey to fact from fiction. The first three decades of
touch are important to reflect upon in order to really appreciate the
multitouch technology we're so used to having today. Today, we'll look
at when these technologies first arose and who introduced them, plus
we'll discuss several other pioneers who played a big role in advancing
touch. Future entries in this series will study how the changes in touch
displays led to essential devices for our lives today and where the
technology might take us in the future. But first, let's put finger to
screen and travel to the 1960s.
1960s: The first touchscreen
Johnson, 1967
Historians generally consider the first
finger-driven touchscreen to have been invented by E.A. Johnson in 1965
at the Royal Radar Establishment in Malvern, United Kingdom. Johnson
originally described his work in an article entitled "Touch display—a novel input/output device for computers" published in Electronics Letters. The
piece featured a diagram describing a type of touchscreen mechanism
that many smartphones use today—what we now know as capacitive
touch. Two years later, Johnson further expounded on the technology with
photographs and diagrams in "Touch Displays: A Programmed Man-Machine
Interface," published in Ergonomics in 1967.
A capacitive touchscreen panel uses an insulator, like glass, that is
coated with a transparent conductor such as indium tin oxide (ITO). The
"conductive" part is usually a human finger, which makes for a fine
electrical conductor. Johnson's initial technology could only process
one touch at a time, and what we'd describe today as "multitouch" was
still somewhat a ways away. The invention was also binary in its
interpretation of touch—the interface registered contact or it didn't
register contact. Pressure sensitivity would arrive much later.
Even without the extra features, the early touch interface idea had
some takers. Johnson's discovery was eventually adopted by air traffic
controllers in the UK and remained in use until the late 1990s.
1970s: Resistive touchscreens are invented
Although capacitive touchscreens were designed first, they were eclipsed in the early years of touch by resistive
touchscreens. American inventor Dr. G. Samuel Hurst developed resistive
touchscreens almost accidentally. The Berea College Magazine for alumni
described it like this:
To study atomic physics the research team used an
overworked Van de Graff accelerator that was only available at night.
Tedious analyses slowed their research. Sam thought of a way to solve
that problem. He, Parks, and Thurman Stewart, another doctoral student,
used electrically conductive paper to read a pair of x- and y-
coordinates. That idea led to the first touch screen for a computer.
With this prototype, his students could compute in a few hours what
otherwise had taken days to accomplish.
Hurst and the research team had been working at the University of
Kentucky. The university tried to file a patent on his behalf to protect
this accidental invention from duplication, but its scientific origins
made it seem like it wasn't that applicable outside the laboratory.
Hurst, however, had other ideas. "I thought it might be useful for
other things," he said in the article. In 1970, after he returned to
work at the Oak Ridge National Laboratory (ORNL), Hurst began an
after-hours experiment. In his basement, Hurst and nine friends from
various other areas of expertise set out to refine what had been
accidentally invented. The group called its fledgling venture "Elographics,"
and the team discovered that a touchscreen on a computer monitor made
for an excellent method of interaction. All the screen needed was a
conductive cover sheet to make contact with the sheet that contained the
X- and Y-axis. Pressure on the cover sheet allowed voltage to flow
between the X wires and the Y wires, which could be measured to indicate
coordinates. This discovery helped found what we today refer to as
resistive touch technology (because it responds purely to pressure
rather than electrical conductivity, working with both a stylus and a
finger).
As a class of technology, resistive touchscreens tend to be very
affordable to produce. Most devices and machines using this touch
technology can be found in restaurants, factories, and hospitals because
they are durable enough for these environments. Smartphone
manufacturers have also used resistive touchscreens in the past, though
their presence in the mobile space today tends to be confined to
lower-end phones.
A second-gen AccuTouch curved touchscreen from EloTouch.
Elographics didn't confine itself just to resistive touch, though. The group eventually patented the
first curved glass touch interface. The patent was titled "electrical
sensor of plane coordinates" and it provided details on "an inexpensive
electrical sensor of plane coordinates" that employed "juxtaposed sheets
of conducting material having electrical equipotential lines." After
this invention, Elographics was sold to "good folks in California" and
became EloTouch Systems.
By 1971, a number of different touch-capable machines had been
introduced, though none were pressure sensitive. One of the most widely
used touch-capable devices at the time was the University of Illinois's
PLATO IV terminal—one of the first generalized computer assisted instruction systems. The PLATO IV eschewed capacitive or resistive touch in favor of an infrared system (we'll
explain shortly). PLATO IV was the first touchscreen computer to be
used in a classroom that allowed students to touch the screen to answer
questions.
The PLATO IV touchscreen terminal.
1980s: The decade of touch
One of the first diagrams depicting multitouch input.
Bill Buxton
In
1982, the first human-controlled multitouch device was developed at the
University of Toronto by Nimish Mehta. It wasn't so much a touchscreen
as it was a touch-tablet. The Input Research Group at the university
figured out that a frosted-glass panel with a camera behind it could
detect action as it recognized the different "black spots" showing up
on-screen. Bill Buxton has played a huge role in the development of
multitouch technology (most notably with the PortfolioWall, to be
discussed a bit later), and he deemed Mehta's invention important enough
to include in his informal timeline of computer input devices:
The touch surface was a translucent plastic filter
mounted over a sheet of glass, side-lit by a fluorescent lamp. A video
camera was mounted below the touch surface, and optically captured the
shadows that appeared on the translucent filter. (A mirror in the
housing was used to extend the optical path.) The output of the camera
was digitized and fed into a signal processor for analysis.
Shortly thereafter, gestural interaction was introduced by Myron
Krueger, an American computer artist who developed an optical system
that could track hand movements. Krueger introduced Video Place (later
called Video Desk) in 1983, though he'd been working on the system since
the late 1970s. It used projectors and video cameras to track hands,
fingers, and the people they belonged to. Unlike multitouch,
it wasn't entirely aware of who or what was touching, though the
software could react to different poses. The display depicted what
looked like shadows in a simulated space.
Bill Buxton introduces the PortfolioWall and details some of its abilities.
Though it wasn't technically touch-based—it relied on "dwell time" before it would execute an action—Buxton regards it
as one of the technologies that "'wrote the book' in terms of
unencumbered… rich gestural interaction. The work was more than a decade
ahead of its time and was hugely influential, yet not as acknowledged
as it should be." Krueger also pioneered virtual reality and interactive
art later on in his career.
A diagram (in Spanish!) detailing how the Video Place worked.
Touchscreens began being heavily commercialized at the beginning of
the 1980s. HP (then still formally known as Hewlett-Packard) tossed its
hat in with the HP-150
in September of 1983. The computer used MS-DOS and featured a 9-inch
Sony CRT surrounded by infrared (IR) emitters and detectors that could
sense where the user's finger came down on the screen. The system cost
about $2,795, but it was not immediately embraced because it had some
usability issues. For instance, poking at the screen would in turn block
other IR rays that could tell the computer where the finger was
pointing. This resulted in what some called "Gorilla Arm," referring to muscle fatigue that came from a user sticking his or her hand out for so long.
Enlarge/ The HP-150 featured MS-DOS and a 9-inch touchscreen Sony CRT.
Wikimedia Commons
A year later,
multitouch technology took a step forward when Bob Boie of Bell Labs
developed the first transparent multitouch screen overlay. As Ars wrote last year:
...the first multitouch screen was developed at Bell Labs
in 1984. [Bill Buxton] reports that the screen, created by Bob Boie,
"used a transparent capacitive array of touch sensors overlaid on a
CRT." It allowed the user to "manipulate graphical objects with fingers
with excellent response time."
The discovery helped create the multitouch technology that we use today in tablets and smartphones.
1990s: Touchscreens for everyone!
IBM's Simon Personal Communicator: big handset, big screen, and a stylus for touch input.
Android Authority
In 1993, IBM and BellSouth teamed up to launch the Simon Personal
Communicator, one of the first cellphones with touchscreen technology.
It featured
paging capabilities, an e-mail and calendar application, an appointment
schedule, an address book, a calculator, and a pen-based sketchpad. It
also had a resistive touchscreen that required the use of a stylus to
navigate through menus and to input data.
The original MessagePad 100.
Apple also launched a touchscreen PDA device that year: the Newton
PDA. Though the Newton platform had begun in 1987, the MessagePad was
the first in the series of devices from Apple to use the platform. As Timenotes,
Apple's CEO at the time, John Sculley, actually coined the term "PDA"
(or "personal digital assistant"). Like IBM's Simon Personal
Communicator, the MessagePad 100 featured handwriting recognition
software and was controlled with a stylus.
Early reviews of the MessagePad focused on its useful features. Once
it got into the hands of consumers, however, its shortcomings became
more apparent. The handwriting recognition software didn't work too
well, and the Newton didn't sell that many units. That didn't stop
Apple, though; the company made the Newton for six more years, ending
with the MP2000.
The first Palm Pilot.
Wikimedia Commons
Three years later, Palm Computing followed suit with its own PDA,
dubbed the Pilot. It was the first of the company's many generations of
personal digital assistants. Like the other touchscreen gadgets
that preceded it, the Palm 1000 and Pilot 5000 required the use of a
stylus.
Palm's PDA gadget had a bit more success than IBM and Apple's
offerings. Its name soon became synonymous with the word "business,"
helped in part by the fact that its handwriting recognition software
worked very well. Users used what Palm called "Graffiti" to input text,
numbers, and other characters. It was simple to learn and mimicked how a
person writes on a piece of paper. It was eventually implemented over
to the Apple Newton platform.
PDA-type devices didn't necessarily feature the finger-to-screen type
of touchscreens that we're used to today, but consumer adoption
convinced the companies that there was enough interest in owning this
type of device.
Near the end of the decade, University of Delaware graduate student
Wayne Westerman published a doctoral dissertation entitled "Hand
Tracking, Finger Identification, and Chordic Manipulation on a
Multi-Touch Surface." The paper detailed
the mechanisms behind what we know today as multitouch capacitive
technology, which has gone on to become a staple feature in modern
touchscreen-equipped devices.
The iGesture pad manufactured by FingerWorks.
Westerman and his faculty advisor, John Elias, eventually formed a
company called FingerWorks. The group began producing a line of
multitouch gesture-based products, including a gesture-based keyboard
called the TouchStream. This helped those who were suffering from
disabilities like repetitive strain injuries and other medical
conditions. The iGesture Pad was also released that year, which allowed
one-hand gesturing and maneuvering to control the screen. FingerWorks
was eventually acquired by Apple in 2005, and many attribute
technologies like the multitouch Trackpad or the iPhone's touchscreen to
this acquisition.
2000s and beyond
With so many different technologies accumulating in the previous
decades, the 2000s were the time for touchscreen technologies to really
flourish. We won't cover too many specific devices here (more on those
as this touchscreen series continues), but there were advancements
during this decade that helped bring multitouch and gesture-based
technology to the masses. The 2000s were also the era when touchscreens
became the favorite tool for design collaboration.
As the new millennium approached, companies were pouring more
resources into integrating touchscreen technology into their daily
processes. 3D animators and designers
were especially targeted with the advent of the PortfolioWall. This was
a large-format touchscreen meant to be a dynamic version of the boards
that design studios use to track projects. Though development started in
1999, the PortfolioWall was unveiled at SIGGRAPH in 2001 and was
produced in part by a joint collaboration between General Motors and the
team at Alias|Wavefront. Buxton, who now serves as principal research
at Microsoft Research, was the chief scientist on the project. "We're
tearing down the wall and changing the way people effectively
communicate in the workplace and do business," he said
back then. "PortfolioWall's gestural interface allows users to
completely interact with a digital asset. Looking at images now easily
become part of an everyday workflow."
Bill Buxton introduces the PortfolioWall and details some of it abilities.
The PortfolioWall used a simple, easy-to-use, gesture-based
interface. It allowed users to inspect and maneuver images, animations,
and 3D files with just their fingers. It was also easy to scale images,
fetch 3D models, and play back video. A later version added sketch and
text annotation, the ability to launch third-party applications, and a
Maya-based 3D viewing tool to use panning, rotating, zooming, and
viewing for 3D models. For the most part, the product was considered a
digital corkboard for design-centric professions. It also cost a whopping $38,000 to get the whole set up installed—$3,000 for the presenter itself and $35,000 for the server.
The PortfolioWall allowed designers to display full-scale 3D models.
The PortfolioWall also addressed the fact that while traditional
mediums like clay models and full-size drawings were still important to
the design process, they were slowly being augmented by digital tools.
The device included add-ons that virtually emulated those tangible
mediums and served as a presentation tool for designers to show off
their work in progress.
Another main draw of the PortfolioWall was its "awareness server,"
which helped facilitate collaboration across a network so that
teams didn't have to be in the same room to review a project. Teams
could have multiple walls in different spaces and still collaborate
remotely.
The PortfolioWall was eventually laid to rest in 2008, but it was a
prime example of how gestures interacting with the touchscreen could
help control an entire operating system.
2002: Mutual capacitive sensing in Sony's SmartSkin
Using the Sony SmartSkin.
In 2002, Sony introduced a flat input surface that could recognize
multiple hand positions and touch points at the same time. The company
called it SmartSkin.
The technology worked by calculating the distance between the hand and
the surface with capacitive sensing and a mesh-shaped antenna. Unlike
the camera-based gesture recognition system in other technologies, the
sensing elements were all integrated into the touch surface. This also
meant that it wouldn't malfunction in poor lighting conditions. The
ultimate goal of the project was to transform surfaces that are used
every day, like your average table or a wall, into an interactive one
with the use of a PC nearby. However, the technology did more for
capacitive touch technology than may have been intended, including
introducing multiple contact points.
How the SmartSkin sensed gestures.
Sony Computer Science Laboratories, Inc.
Jun Rekimoto at the Interaction Laboratory in Sony's Computer Science Laboratories noted the advantages of this technology in a whitepaper.
He said technologies like SmartSkin offer "natural support for
multiple-hand, multiple-user operations." More than two users can
simultaneously touch the surface at a time without any interference. Two
prototypes were developed to show the SmartSkin used as an interactive
table and a gesture-recognition pad. The second prototype used finer
mesh compared to the former so that it can map out more precise
coordinates of the fingers. Overall, the technology was meant to offer a
real-world feel of virtual objects, essentially recreating how humans
use their fingers to pick up objects and manipulate them.
2002-2004: Failed tablets and Microsoft Research's TouchLight
A multitouch tablet input device named HandGear.
Bill Buxton
Multitouch technology struggled in the mainstream, appearing in
specialty devices but never quite catching a big break. One almost came
in 2002, when Canada-based DSI Datotech developed the HandGear + GRT
device (the acronym "GRT" referred to the device's Gesture Recognition
Technology). The device's multipoint touchpad worked a bit like the
aforementioned iGesture pad in that it could recognize various gestures
and allow users to use it as an input device to control their computers.
"We wanted to make quite sure that HandGear would be easy to use," VP
of Marketing Tim Heaney said
in a press release. "So the technology was designed to recognize hand
and finger movements which are completely natural, or intuitive, to the
user, whether they're left- or right-handed. After a short
learning-period, they're literally able to concentrate on the work at
hand, rather than on what the fingers are doing."
HandGear also enabled users to "grab" three-dimensional objects in
real-time, further extending that idea of freedom and productivity in
the design process. The company even made the API available for
developers via AutoDesk. Unfortunately, as Buxton mentions in his overview of multitouch, the company ran out of money before their product shipped and DSI closed its doors.
Andy Wilson explains the technology behind the TouchLight.
Two years later, Andrew D. Wilson, an employee at Microsoft Research, developed a
gesture-based imaging touchscreen and 3D display. The TouchLight used a
rear projection display to transform a sheet of acrylic plastic into a
surface that was interactive. The display could sense multiple fingers
and hands of more than one user, and because of its 3D capabilities, it
could also be used as a makeshift mirror.
The TouchLight was a neat technology demonstration, and it was eventually licensed out for production to Eon Reality
before the technology proved too expensive to be packaged into a
consumer device. However, this wouldn't be Microsoft's only foray into
fancy multitouch display technology.
2006: Multitouch sensing through “frustrated total internal reflection”
Jeff Han
In 2006, Jeff Han gave the first public demonstration of his
intuitive, interface-free, touch-driven computer screen at a TED
Conference in Monterey, CA. In his presentation,
Han moved and manipulated photos on a giant light box using only his
fingertips. He flicked photos, stretched them out, and pinched them
away, all with a captivating natural ease. "This is something Google
should have in their lobby," he joked. The demo showed that a
high-resolution, scalable touchscreen was possible to build without
spending too much money.
A diagram of Jeff Han's multitouch sensing used FTIR.
Jeff Han
Han had discovered that the "robust" multitouch sensing was possible
using "frustrated total internal reflection" (FTIR), a technique from
the biometrics community used for fingerprint imaging. FTIR works
by shining light through a piece of acrylic or plexiglass. The light
(infrared is commonly used) bounces back and forth between the top and
bottom of the acrylic as it travels. When a finger touches down on the
surface, the beams scatter around the edge where the finger is placed,
hence the term "frustrated." The images that are generated look like
white blobs and are picked up by an infrared camera. The computer
analyzes where the finger is touching to mark its placement and assign a
coordinate. The software can then analyze the coordinates to perform a
certain task, like resize or rotate objects.
Jeff Han demonstrates his new "interface-free" touch-driven screen.
After the TED talk became a YouTube hit, Han went on to launch a
startup called Perceptive Pixel. A year following the talk, he told Wiredthat
his multitouch product did not have a name yet. And although he had
some interested clients, Han said they were all "really high-end
clients. Mostly defense."
Last year, Hann sold
his company to Microsoft in an effort to make the technology more
mainstream and affordable for consumers. "Our company has always been
about productivity use cases," Han told AllThingsD. "That's why we have
always focused on these larger displays. Office is what people think of
when they think of productivity.
2008: Microsoft Surface
Before there was a 10-inch tablet, the name "Surface" referred to
Microsoft's high-end tabletop graphical touchscreen, originally built
inside of an actual IKEA table with a hole cut into the top. Although it
was demoed to the public in 2007, the idea originated back in 2001.
Researchers at Redmond envisioned an interactive work surface that
colleagues could use to manipulate objects back and forth. For many
years, the work was hidden behind a non-disclosure agreement. It took 85
prototypes before Surface 1.0 was ready to go.
As Ars wrote
in 2007, the Microsoft Surface was essentially a computer embedded into
a medium-sized table, with a large, flat display on top. The screen's
image was rear-projected onto the display surface from within the table,
and the system sensed where the user touched the screen through cameras
mounted inside the table looking upward toward the user. As fingers and
hands interacted with what's on screen, the Surface's software tracked
the touch points and triggered the correct actions. The Surface could
recognize several touch points at a time,
as well as objects with small "domino" stickers tacked on to them.
Later in its development cycle, Surface also gained the ability to
identify devices via RFID.
Bill Gates demonstrates the Microsoft Surface.
The original Surface was unveiled at the All Things D conference in
2007. Although many of its design concepts weren't new, it very
effectively illustrated the real-world use case for touchscreens
integrated into something the size of a coffee table. Microsoft then
brought the 30-inch Surface to demo it at CES 2008, but the company
explicitly said that it was targeting the "entertainment retail space."
Surface was designed primarily for use by Microsoft's commercial
customers to give consumers a taste of the hardware. The company
partnered up with several big name hotel resorts, like Starwood and
Harrah's Casino, to showcase the technology in their lobbies. Companies
like AT&T used the Surface to showcase the latest handsets to
consumers entering their brick and mortar retail locations.
Surface at CES 2008.
Rather than refer to it as a graphic user interface (GUI), Microsoft denoted the Surface's interface as a natural user interface,
or "NUI." The phrase suggested that the technology would feel almost
instinctive to the human end user, as natural as interacting with any
sort of tangible object in the real world. The phrase also referred to
the fact that the interface was driven primarily by the touch of the
user rather than input devices. (Plus, NUI—"new-ey"—made for a snappy,
marketing-friendly acronym.)
Microsoft introduces the Samsung SUR40.
In 2011, Microsoft partnered up with manufacturers like Samsung to produce sleeker, newer tabletop Surface hardware. For example, the Samsung SUR40
has a 40-inch 1080p LED, and it drastically reduced the amount of
internal space required for the touch sensing mechanisms. At 22-inches
thick, it was thinner than its predecessors, and the size reduction made
it possible to mount the display on a wall rather than requiring a
table to house the camera and sensors. It cost around $8,400 at the time
of its launch and ran Windows 7 and Surface 2.0 software.
Microsoft
Last year, the company rebranded the technology as PixelSense once Microsoft introduced its
unrelated Surface tablet to consumers. The name "PixelSense" refers to
the way the technology actually works: a touch-sensitive protection
glass is placed on top of an infrared backlight. As it hits the glass,
the light is reflected back to integrated sensors, which convert that
light into an electrical signal. That signal is referred to as a
"value," and those values create a picture of what's on the display. The
picture is then analyzed using image processing techniques, and that
output is sent to the computer it's connected to.
PixelSense features four main components that make up its technology:
it doesn't require a mouse and keyboard to work, more than one user can
interact with it at one time, it can recognize certain objects placed
on the glass, and it features multiple contact points. The name
PixelSense could also be attributed to that last bit especially—each
pixel can actually sense whether or not there was touch contact.
Although it would make an awesome living room addition, Microsoft
continues to market the Surface hardware as a business tool rather than a
consumer product.
Touch today—and tomorrow?
It can't be understated—each of these technologies had a monumental
impact on the gadgets we use today. Everything from our smartphones to
laptop trackpads and WACOM tablets can be somehow connected to the many
inventions, discoveries, and patents in the history of touchscreen
technology. Android and iOS users should thank to E.A. Johnson for
capacitive touch-capable smartphones, while restaurants may send their
regards to Dr. G. Samuel Hurst for the resistive touchscreen on their
Point of Sale (POS) system.
In the next part of our series, we'll dive deeper on the devices of
today. (Just how has the work of FingerWorks impacted those iDevices
anyway?) But history did not end with 2011, either. We'll also discuss
how some of the current major players—like Apple and Samsung—continue
contributing to the evolution of touchscreen gadgets. Don't scroll that
finger, stay tuned!
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